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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
The Nodes System? Seems like there might be a flaw... O.o
Maybe someone can help me with this, but what happens when nodes are fully developed and more and more players start coming in? (NOT ENOUGH NODES!) The new players will be entering areas with fully developed Nodes. There isn't an infinite amount of nodes so it seems to me that a lot of players are going to get the short end of the stick in the future after the game is released :( It's like in WOW when my friends were level 70, and I was just starting -.- BUT WORSE
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Not only that there will be world events that will contribute to a nodes develing, such as what was said in an interview, someone disturbs a dragon nest causing the brood mother to attack the nearby towns. If player are able to defeat the dragon the node will progress, but if the dragon is victorious the node will delevel.
Only way you will see nodes never changing is if you can get an entire server of people to be at peace and stop every outside world event, which in my opinion is unlikely.
My questions with the node system and new players is will max level nodes still provide quests for brand new players and alts? Will there still be specific zones geared towards high level player no matter what the node level is? If their are high level areas will low level areas be able to build up their nodes once most players have reached "end game"? These are a few issues I could see possibly becoming game breakers with the node system
as well as you can destroy and rebuild nodes and i am pretty sure that the seasons will effect the nodes as well maybe its better to have node a fully build up in summer then in winter but we will see about this
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This I hope will never happen. Luckily the system makes it possible to create a little chaos inside the order. Also there's always a possibility the devs will open new servers where the node development would be slower and their devolution would be easier. Or just create an open world wide event where almost everything will be destroyed and the world needs to be re-assembled.
Isarrii:
It’s occurred to me that the node system could be leading to a thematically odd situation, where the most developed portions of Ashes of Creation – its largest and most established cities – are also going to be its most dangerous areas, while the undeveloped wilds fill in more as what you’d expect from a starter experience. Am I understanding this correctly? What does the progression structure through Ashes’ world look like?
Steven Sharif:
You’re basically correct, but keep in mind that our populations are mixed. We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for. We’re also playing with the idea of Nodes having relationships with Nodes that haven’t reached level 1 (a sort of anti-Node relationship), but we’ll talk about that sometime down the road.
The progression structure is really up to the players. We’re going to have starting areas that are relatively static compared to the rest of the world, in order for new players to get their feet wet and get used to our systems, but after that, we see players going in any number of directions. The bravest will pioneer the wilds and bring back stories of what they’ve seen. Some will build, some will kill, some will put down roots and raise animals. There are a number of paths to progress, and something for every type of player.